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Returning 35 results for 'been before dwell continue resolve'.
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Elf
Legacy
This doesn't reflect the latest rules and lore.
Learn More
races
Basic Rules (2014)
insults with vengeance.
Like the branches of a young tree, elves are flexible in the face of danger. They trust in diplomacy and compromise to resolve differences before they escalate to violence. They
skill with sword, bow, and strategy.
Hidden Woodland Realms
Most elves dwell in small forest villages hidden among the trees. Elves hunt game, gather food, and grow vegetables, and their skill and
Monsters
Van Richten’s Guide to Ravenloft
horrors might continue to haunt the misty netherworld between the Domains of Dread, or they might slink forth into other realms to slake unnameable hungers.
Customizing a Horror
An unspeakable horror
the Land of the Mists seek to stay hidden in the haze. They might even wish to dwell amid the endless fog, finding it preferable to horrors elsewhere. But the Mists drifting between the Domains of
Monsters
Van Richten’s Guide to Ravenloft
into unique, misshapen bodies untethered from the laws of reason or reality. Such unspeakable horrors might continue to haunt the misty netherworld between the Domains of Dread, or they might slink
unexpected a horror’s parts, the more unsettling it might be.
Mist Horrors
Some who wander into the Land of the Mists seek to stay hidden in the haze. They might even wish to dwell amid the endless
Monsters
Van Richten’s Guide to Ravenloft
unique, misshapen bodies untethered from the laws of reason or reality. Such unspeakable horrors might continue to haunt the misty netherworld between the Domains of Dread, or they might slink forth into
horror’s parts, the more unsettling it might be.
Mist Horrors
Some who wander into the Land of the Mists seek to stay hidden in the haze. They might even wish to dwell amid the endless fog
Monsters
Van Richten’s Guide to Ravenloft
eddies in the Mists sometimes gather such evils, forcing them into unique, misshapen bodies untethered from the laws of reason or reality. Such unspeakable horrors might continue to haunt the misty
hidden in the haze. They might even wish to dwell amid the endless fog, finding it preferable to horrors elsewhere. But the Mists drifting between the Domains of Dread are far from safe—or empty
Monsters
Van Richten’s Guide to Ravenloft
, forcing them into unique, misshapen bodies untethered from the laws of reason or reality. Such unspeakable horrors might continue to haunt the misty netherworld between the Domains of Dread, or they
and unexpected a horror’s parts, the more unsettling it might be.
Mist Horrors
Some who wander into the Land of the Mists seek to stay hidden in the haze. They might even wish to dwell amid
Bugbear
Legacy
This doesn't reflect the latest rules and lore.
Learn More
races
Volo's Guide to Monsters
instead of killing them, he showed mercy and even honored them in a way by setting them free — under his control — so that bugbears could continue to employ their talents against his enemies
believe that this feeling of fear comes from being possessed by Skiggaret, and they don’t relish experiencing it. After the madness has passed, bugbears don’t dwell on things that were done
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
might visit Skytower Shelter to resolve a long-standing dispute between the two goliath clans (see “Tall Tales in Ten-Towns” and “A Goliath Problem”). Or a goliath player character who hails from
Skytower Shelter might return home for some reason, perhaps to seek help with matters concerning Icewind Dale. All goliaths who dwell in Skytower Shelter are members of the Akannathi clan. In addition to
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
might visit Skytower Shelter to resolve a long-standing dispute between the two goliath clans (see “Tall Tales in Ten-Towns” and “A Goliath Problem”). Or a goliath player character who hails from
Skytower Shelter might return home for some reason, perhaps to seek help with matters concerning Icewind Dale. All goliaths who dwell in Skytower Shelter are members of the Akannathi clan. In addition to
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
might visit Skytower Shelter to resolve a long-standing dispute between the two goliath clans (see “Tall Tales in Ten-Towns” and “A Goliath Problem”). Or a goliath player character who hails from
Skytower Shelter might return home for some reason, perhaps to seek help with matters concerning Icewind Dale. All goliaths who dwell in Skytower Shelter are members of the Akannathi clan. In addition to
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
prosperity, sharing their good fortune with friends and strangers alike. Vistani resolve disagreements through contests that end with reconciliatory singing, dancing, and storytelling. Vistani families can
Domains of Dread, where creatures born in darkness dwell. This “gift” was thrust upon them by mysterious entities called the Dark Powers, as a boon for their kindness toward strangers. The Vistani
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
prosperity, sharing their good fortune with friends and strangers alike. Vistani resolve disagreements through contests that end with reconciliatory singing, dancing, and storytelling. Vistani families can
Domains of Dread, where creatures born in darkness dwell. This “gift” was thrust upon them by mysterious entities called the Dark Powers, as a boon for their kindness toward strangers. The Vistani
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
prosperity, sharing their good fortune with friends and strangers alike. Vistani resolve disagreements through contests that end with reconciliatory singing, dancing, and storytelling. Vistani families can
Domains of Dread, where creatures born in darkness dwell. This “gift” was thrust upon them by mysterious entities called the Dark Powers, as a boon for their kindness toward strangers. The Vistani
Monsters
Fizban's Treasury of Dragons
connect the main caves to the three chambers above. Each chimney appears to continue up through the ceiling of the upper level and down through the floor of the lower level, but the dragon’s
dwell here.An Amethyst Dragon’s Lair
Amethyst dragons make their lairs in caves next to or under secluded pools and lakes, preferring caverns with at least one entrance submerged underwater
Monsters
Fizban's Treasury of Dragons
ceiling, casting dim light in a 30-foot radius.
Chimneys. Two chimneys connect the main caves to the three chambers above. Each chimney appears to continue up through the ceiling of the upper level and
were sleeping amid both caches, creating the impression that two dragons dwell here.An Amethyst Dragon’s Lair
Amethyst dragons make their lairs in caves next to or under secluded pools and lakes
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
remaining plinths, monoliths, and statues of the great giant empires bow their heads in desolate obscurity. Where once those empires sprawled across all lands, now the giants dwell in isolated tribes and
holdfasts, vilifying the primeval wyrms. Giants and dragons continue to harbor grudges against one another, and it is seldom that they will meet or occupy the same area without a fight. “Boulders
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
remaining plinths, monoliths, and statues of the great giant empires bow their heads in desolate obscurity. Where once those empires sprawled across all lands, now the giants dwell in isolated tribes and
holdfasts, vilifying the primeval wyrms. Giants and dragons continue to harbor grudges against one another, and it is seldom that they will meet or occupy the same area without a fight. “Boulders
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
remaining plinths, monoliths, and statues of the great giant empires bow their heads in desolate obscurity. Where once those empires sprawled across all lands, now the giants dwell in isolated tribes and
holdfasts, vilifying the primeval wyrms. Giants and dragons continue to harbor grudges against one another, and it is seldom that they will meet or occupy the same area without a fight. “Boulders
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
still lingers in this place. Vile creatures continue to crawl up from the depths of Khyber. And there are a handful of primordial ruins sustained by dark magic… ruins that may still be home to fiends
consider the people of the Five Nations to be soft and naive. The Carrion Tribes are savage barbarians who dwell in the Wastes. Each tribe is devoted to one of the archfiends and they engage in endless
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
whim or errand dictates. The residents’ demesnes are indicated on map 4.2. Awakened Animals Feywild magic has bestowed sapience on some of the Beasts that dwell within the Eternal Garden. Awakened
amend their behavior. If the characters continue to be a problem, the Gardener forcibly ejects them from the garden, teleporting the characters to the mouth of the Cave of Echoes. If the characters later return to the garden, its residents advise them to tread lightly.
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
still lingers in this place. Vile creatures continue to crawl up from the depths of Khyber. And there are a handful of primordial ruins sustained by dark magic… ruins that may still be home to fiends
consider the people of the Five Nations to be soft and naive. The Carrion Tribes are savage barbarians who dwell in the Wastes. Each tribe is devoted to one of the archfiends and they engage in endless
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
whim or errand dictates. The residents’ demesnes are indicated on map 4.2. Awakened Animals Feywild magic has bestowed sapience on some of the Beasts that dwell within the Eternal Garden. Awakened
amend their behavior. If the characters continue to be a problem, the Gardener forcibly ejects them from the garden, teleporting the characters to the mouth of the Cave of Echoes. If the characters later return to the garden, its residents advise them to tread lightly.
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
still lingers in this place. Vile creatures continue to crawl up from the depths of Khyber. And there are a handful of primordial ruins sustained by dark magic… ruins that may still be home to fiends
consider the people of the Five Nations to be soft and naive. The Carrion Tribes are savage barbarians who dwell in the Wastes. Each tribe is devoted to one of the archfiends and they engage in endless
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
whim or errand dictates. The residents’ demesnes are indicated on map 4.2. Awakened Animals Feywild magic has bestowed sapience on some of the Beasts that dwell within the Eternal Garden. Awakened
amend their behavior. If the characters continue to be a problem, the Gardener forcibly ejects them from the garden, teleporting the characters to the mouth of the Cave of Echoes. If the characters later return to the garden, its residents advise them to tread lightly.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
vast open grave. In that horrific landscape, vile magical effects linger, and monsters mutate into even more foul and horrible creatures. Magical effects continue to rain upon the land as storms that
never dissipate. Stories speak of living spells—war magic that has taken physical form, sentient fireballs and vile cloudkills that endlessly search for new victims. And angry ghosts continue to fight
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
vast open grave. In that horrific landscape, vile magical effects linger, and monsters mutate into even more foul and horrible creatures. Magical effects continue to rain upon the land as storms that
never dissipate. Stories speak of living spells—war magic that has taken physical form, sentient fireballs and vile cloudkills that endlessly search for new victims. And angry ghosts continue to fight
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
vast open grave. In that horrific landscape, vile magical effects linger, and monsters mutate into even more foul and horrible creatures. Magical effects continue to rain upon the land as storms that
never dissipate. Stories speak of living spells—war magic that has taken physical form, sentient fireballs and vile cloudkills that endlessly search for new victims. And angry ghosts continue to fight
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
continue to show proper respect!” They then revert to their original positions. The adventurers’ positive response earns them beneficial warnings, courtesy of the magic of Diderius. Warnings are
reverting to their initial positions. The characters are free to continue on into the complex, but they receive no benefit from this interaction. Cultist Campsite and Ruined Fountain Varram’s cultists
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
continue to show proper respect!” They then revert to their original positions. The adventurers’ positive response earns them beneficial warnings, courtesy of the magic of Diderius. Warnings are
reverting to their initial positions. The characters are free to continue on into the complex, but they receive no benefit from this interaction. Cultist Campsite and Ruined Fountain Varram’s cultists have
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
continue to show proper respect!” They then revert to their original positions. The adventurers’ positive response earns them beneficial warnings, courtesy of the magic of Diderius. Warnings are
reverting to their initial positions. The characters are free to continue on into the complex, but they receive no benefit from this interaction. Cultist Campsite and Ruined Fountain Varram’s cultists
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
continue to show proper respect!” They then revert to their original positions. The adventurers’ positive response earns them beneficial warnings, courtesy of the magic of Diderius. Warnings are
reverting to their initial positions. The characters are free to continue on into the complex, but they receive no benefit from this interaction. Cultist Campsite and Ruined Fountain Varram’s cultists have
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
continue to show proper respect!” They then revert to their original positions. The adventurers’ positive response earns them beneficial warnings, courtesy of the magic of Diderius. Warnings are
reverting to their initial positions. The characters are free to continue on into the complex, but they receive no benefit from this interaction. Cultist Campsite and Ruined Fountain Varram’s cultists
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
continue to show proper respect!” They then revert to their original positions. The adventurers’ positive response earns them beneficial warnings, courtesy of the magic of Diderius. Warnings are
reverting to their initial positions. The characters are free to continue on into the complex, but they receive no benefit from this interaction. Cultist Campsite and Ruined Fountain Varram’s cultists have
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
caves to the three chambers above. Each chimney appears to continue up through the ceiling of the upper level and down through the floor of the lower level, but the dragon’s magic warps space within the
makes it appear as though the dragon were sleeping amid both caches, creating the impression that two dragons dwell here.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. Darkness swallow the moon. Darkness claim this dungeon and all that dwell within.” If attacked, they continue to chant while also defending themselves. Killing a cult fanatic deactivates one of the pillars